Marvel Rivals offers a strong learning path for players to follow. With tutorials ranging from basic mechanics to using specific heroes effectively, you’ll be set for success in no time. After this, you have a dedicated practice mode to try out heroes, and a fast-queuing quickplay for sharpening your skills. However, there are things that info-boards and tutorials don’t show you.
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These unlisted mechanics mostly fall into one of two categories: ways to use an ability that isn’t mentioned in the hero breakdown and unexplained interactions or special tech. These hidden tips that you learn through experience can help you gain a better understanding of the characters you play as and against, greatly improving your gameplay.
9
Many Projectiles Cannot Critically Hit
When discussing ranged attacks, there is one major distinction to be aware of, whether it is a hitscan or projectile weapon. A hitscan weapon immediately damages whatever the cursor is on when fired, while a projectile must travel the distance between the shooter and the target.
In Marvel Rivals, both are employed. For example, Hawkeye’s bow uses projectile attacks, while Black Widow’s sniping fires a hitscan shot. However, rivals also brings another difference between the two bullet types, as many projectiles cannot benefit from critical hits.
This is not true of all projectiles, but it’s more than you’d think. Examples include Iron Man, Storm, and Peni Parker, all of whom cannot critically hit. This can even vary within the same kit. For instance, The Punisher’s turret can’t get headshots while both his primary weapons can.
Because the turret does not benefit from headshots, you can achieve a better time-to-kill using the Punisher’s two firearms. Knowing when to use one option or the other takes game knowledge, spending time in practice is a great way to learn the subtler elements of a kit.
8
Ammo Management Has Secrets
Moving from the bullet to the magazine, some ammunition has quirks and tricks to take advantage of. Returning to Punisher, his weapons reload on their own, although this isn’t mentioned in the hero breakdown. If you switch to his shotgun while on low ammo, after a moment when you return to his rifle you’ll find it fully loaded. During mid to close-range fights, switching weapons can put out more DPS than reloading normally.
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Another who benefits from a quick swap over a reload is Cloak and Dagger. When Dagger’s ammo is running low, a switch to Cloak will instantly return it to full. By activating their swap ability quickly, you can become Cloak and then immediately return to Dagger, saving around half a second versus her standard reload.
Reloading isn’t the only way you can get tricky with ammo, both Iron Man and Adam Warlock have a more efficient way to use their resources. When Iron Man enters Armor Overdrive he doesn’t require or consume ammo. Switching into overdrive rather than reloading when low can let Iron Man keep up the damage. His ability does not restore ammo, however, so plan accordingly. Adam Warlock consumes ammo when charging his burst fire, but he can continue charging with no ammo remaining. Just one shot left in his staff allows for a fully powered burst, squeezing more out of it before needing the reload.
7
Moon Knight’s Ankhs Can Cost You Damage
Moon Knight is often picked for his incredible damage potential. Placing ankhs around the map to spam moon-shaped blades is fun, but the info board doesn’t tell the whole story. Moon Knight’s primary attack explains that it can bounce between enemies or ankhs, but what isn’t mentioned is the damage loss.
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After bouncing, the blades do less damage and strike the center of a character. Moon Knight is one of the projectile heroes who can critically hit, allowing for headshots with his blades. However, if bounced, the blade will never crit, and with less damage after a bounce, the loss of damage is even greater.
Aiming your blades towards the heads of larger characters will maximize your damage. Prioritize landing headshots on enemies who are grouped near others, your initial and total damage will benefit a great deal.
There are also circumstances where it’s better not to have ankhs at all. If enemies are grouped closely, throwing an ankh isn’t necessary unless you require the slight crowd control effect. With an ankh placed in a group, some of your damage can be wasted. It is much better to save them for single targets or to circumvent a blockage to your line of sight.
6
Characters Have Unique Settings
Many heroes have options unique to them and Spider-Man is the most impacted by this feature. Web swinging manually or with automatic attachment points is usually known about, but there’s another option that’s just as important. Get Over Here lets Spider-Man yank an enemy towards him, or if they are marked, allows Spider-Man to zip towards them.
Under controls, there is an input for “Get Over Here Targeting” which defaults to the same key as the ability. If you change this input, you’ll be able to choose whether you pull a marked target or close the gap. Even when flanking, sometimes pulling your target can be better than closing the gap.
Hulk has settings for his jump, Iron Man for flight, and Jeff for swimming. Customizing your controls makes a real difference to your gameplay, improving your precision and flexibility during a match. A few minutes in the settings for each of your mains is well worth the time.
5
Hulk Can Do More With His Jump
Hulk has an impressive jump, but it holds another use. Using jump while against a wall will cause Hulk to cling to that spot, from which you can also make another leap. You can traverse areas you wouldn’t think are accessible this way. Ambushing someone from above feels great as Hulk, to drop straight down on your foes look towards the wall before releasing jump.
The Hulk can even use other abilities while a jump remains charged. With how vital his leap is, you’ll want to prepare one whenever you can. You can freely activate Gamma Burst, Radioactive Lockdown, or Indestructible Shield without disrupting your leap. The only way to cancel your charge is Hulk Smash, which can be used to stay in place. Letting go of jump then activating his ultimate midair can be great for a sudden dive.
If you dislike holding the input for charging, you can change it to a toggle in Hulk’s specific settings. Sadly, there is no input yet for canceling the charge. Currently, if you need to release your jump without leaving your position, a leap looking straight-up is your best shot.
4
Ultimates Care About Room Height
Mr. Fantastic uses room height best thanks to how his ultimate works. Normally, after activating his ultimate, Mr Fantastic rises to a set height before he can slam for damage. However, the time between slams can be shortened by using them under a low ceiling.
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Other characters can be affected by ceiling height, although not in the way Mr. Fantastic is. For most characters, using their ultimate in a constrained space is a concern rather than a boon. Those like Magneto or Winter Soldier will find it difficult to use their ability effectively in short areas.
Using Winter Soldier’s Kraken Impact too close to a ceiling can cause limited mobility while aiming or even end your ultimate. If Bucky lands during the wind-up, then Kraken Impact immediately ends; be cautious about timing when using it in tight spaces. Open areas are often best to maximize your choices for impact.
3
Invisible Woman Can Ground Fliers
Certain heroes are capable of grounding midair targets, such as Hulk or Wolverine who can bring an enemy back to Earth. What isn’t as commonly known is that the Invisible Woman’s Psionic Vortex can also ground enemies. Characters attempting to fly within the vortex will end their flight and fall until they land or exit the vortex.
It’s important to note that hitting the input again while the projectile is in the air will cause it to activate immediately, rather than after hitting a surface. Even when targeting non-fliers, this method can be more accurate than forced activation upon impact.
Proper placement can increase the space you control with the vortex’s area of effect. An Iron Man or Storm at the right height can be grounded and forced to remain on the ground this way. Using the practice range with flying bots is a great way to practice timing and aim.
2
Winter Soldier Can Delay His Chained Ultimate
Winter Soldier’s strongest asset is his repeatable ultimate, but you may not know how the trigger for chaining it works. When he strikes enemies with his ultimate, they become marked. If a marked enemy dies, then it will become ready again. Once the chain begins, you have a fair amount of time before initiating the next jump.
These two facts allow a skilled player to mark an enemy, finish them with other abilities, and wait before continuing the cycle. Precise timing is how videos of long chains happen, with Kracken Impact stretched throughout multiple fights.
1
Some Powers Have Special UI Icons
Marvel Rivals has many useful icons and interface designs to help you understand the game state. There are also specific icons that appear for heroes besides those with general information like team deaths. The most notable is Adam Warlock.
When Warlock activates his ultimate, any teammates currently respawning will be revived at his location. Any time characters are in respawn, their portraits will show at the bottom of your view, allowing you to assess the value of a resurrection, so remember to check for them.
It is important to know that Adam Warlock’s Karmic Revival continues resurrecting teammates for a few moments after activation. There’s no need to worry about perfect activation if your team is about to perish and acting quickly is critical.
Another hero with useful UI elements, Loki, has icons to track his clones. His illusions also have an icon to show their direction. What’s useful about these is they have about the same range as his teleport. Making a switch with one of his clones doesn’t require line of sight, when not looking directly at any, you’ll switch with the closest one to you.
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